Click Here to Become the Monster by ianh 2015-08-24T06:20:00
holy crap
Foon → Ludum Dare Explorer → Users → filiph
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Loch Ness | compo | 448 | 3.15 | 2.91 | 3.39 | 4.06 | 2.75 | 2.94 | 59 |
holy crap
I'm a sad monster now.
It's a fun idea, but got a little boring after a while. One or two more choice options would make it much more playable. (Something like: "Start a TV series", which would multiply your tears?)
Haha, second LD game with Trump so far. That guy is pure inspiration.
The game was quite hard to control. If you choose to take it further, I'd focus on the controls, so that they're as smooth and fun as possible. Maybe add a bit of momentum. And give the heads a bit more range.
But come on, considering you had no prior experience with the engine, this is amazing.
This was too hard. The controls are just not compatible with my butter fingers. I have to move towards the piece of furniture, then press J/K/L, correct? But if I want to check another part of the furniture, I have to disengage from it? Because sometimes I didn't find anything on a bed, for example, only to get 2 parts from it just by mashing buttons.
On the other hand, the frantic pace, the music and the retro graphics kept me trying. Thanks for the experience!
I think this needs a bit faster start. It only gets going in the warehouse (where you also have more interesting options to choose from). My advice: get rid of everything before the warehouse (I know it hurts).
I also think (although I understand it's kind of the point of the story) that the stakes are too low. I had trouble caring for what would happen.
Otherwise, great prose and polished experience (at least as far as I got it is). The animated "SLAP", "SMASH" etc. was a nice touch.
Must fun I had with an LD game so far. The handling of the monster truck is superb (reminds me of Super Mario). The fleeing people, the bumping trees. Amazing that you did this in a weekend. Kudos!
Oh, and the play with Monster truck deserves a mention, too.
Haha, this was way too much fun. (Especially considering this is essentially a waiting simulator. :))
I really liked this! I love when the strategy is not just about geography and force, but also about something else.
I did have to read your write-up in the comments section.
My kind of game. The start was a bit confusing — I think it needs to show the building block even when the mouse is in an illegal position (just make it semi transparent or red). Because for many long seconds I was confused about how to even build stuff.
Technology-wise — amazing to see something in pure HTML5, with no fancy game engine. Nice work.
You did this in 48 hours! Wow.
This is way too fun to play. The controls are spot on, the flow is there.
Not super innovative, but who cares. It's a great game, even outside LD.
Nice. I like the idea. A simple way to add more challenge would be to a) have each photographer have a different green zone (different ideal distance), b) time limit for each run.
Congrats on your first entry!
I agree. Since it pretty much evolved into a war game, a map would be super nice.
I initially thought it would be less about geography and more about "empire" management (managing children-monsters, alliances, resource, etc.) but I kind of brought it to this on autopilot. And anyway, even if I only made this about the geography, from the start, I probably wouldn't have time to implement a good map in the system I use in such a short time.
But I learn. A map (or anything visual that helps with situational awareness) is now on my todo list for egamebook.
And if I choose to build upon this game, I'll either de-emphasize the geography, or add some kind of simple mini-map.
Thanks everyone for playing!
I am torn. This is a great experience, and part of it is the slow pacing of it, but sometimes I wish I could make it go at least a little bit faster from time to time. (That would require JS, I know.)
Speaking of which, the technological feat of making something like this with only HTML+CSS and no JS deserves major kudos.
The other suggestion I have is to have a bit more interesting choices, especially at the start. Choosing between door/floor/wall doesn't really thrill, and combined with the slow pace, I think you'll lose quite a lot of players.
To be clear, I liked this. I liked the audio effects and the "lighting". Shows promise.
This was way too much fun. Can't believe you made this inside 48 hours. Kudos.
The music + DT rapping = awesome.
Haha, I had fun going through this. Reminds me of some cyanide & happiness strips, only this one's interactive.
My criticism would be that this is not really a game, imho. There are no options.
I personally don't care, though, as long as I have fun.
Fun play on tower defense!
It needs more UI feedback - how scared are the kids as they walk through the maze? Which attraction is selected?
PS: It says "Can't be opened" on my Mac, btw. The web version works ok.
I had fun with this, thanks. I actually lol'd at "You are a goose."
Oh, I love roguelikes.Great to see you found the memory leak.
That voice acting makes it!
I loved this. It took a while to get going, but after it did, I was thrilled.
The writing is excellent. The part with the footage gave me serious chills. And the whole experience is super polished (not only for a LD game, but in general).
This is a beautiful masterpiece. I actually LOL'd the first time a wolf ate one of my children. (Made me feel like a monster, too - Theme 5/5.)
The start is an interesting touch - first get to know the children, then talk to husband, realize what needs to be done, the do it. Beatiful.
Thanks.
It's a shame there's no audio, because this could be moody as hell.
I really like the concept, and there's flow to the gameplay. Having upgrades is nice.
The minimalistic graphics is okay. It subtracts from the emotional effect, but if you chose to move this forward, you could play this as "the inherent anonymity of war" or something.
Anyways, great job.
PS: Runs on Mac. (Should be true for all Unity games, but sadly isn't, from what I've tried in the compo so far.)
The concept is innovative and interesting. The prose is good and the stories are interesting (not just the usual combat/exploration, but a bit of psychology).
I'd prefer to get more sense of progress. As it is, after a while it looks like a compendium of choices. I didn't know if I'm getting better / worse, what point of the game I'm in (how much more lies before me), etc. Maybe just stating a goal at the start would make that better (any would do).
Man, I wish it was a bit easier, but it's fun even though I get blown to pieces.
I really liked this, and you postmortem, too. I actually don't think it's that far from being a genuinely fun game.
I expected the bombs to be at the drops (or at least beats) of the track, but it seemed quite random. Maybe I'm missing something. Audio 5/5 :)
I wish the tactical battles we a bit quicker (I mean the animations). Also, at the start of the game, you have only one type of monster so your tactical options are pretty much non-existent. I'd suggest starting with 2.
But otherwise: very polished, the music is excellent, and tons of content. Kudos!
Wow, how did you manage to build this much content in 48 hours?
Anyways: very fun game, with a nice twist on tower defence (with the soul chambers mechanic). Lots of options.
Works on Mac, btw.
This was really, really good -- a refreshing concept, and exactly sized for a LD entry.
The game could use a bit more art direction (even if you keep the utilitarian controls). For example, the two rounded rectangles (black and lightgray) could easily be dropped in favor of black/lightgray bars and the game would look more stylish (imho).
In general, though, great job, and great idea.